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Part of Teenage Mutant Ninja Turtles
·
Instant
·
Teenage Mutant Ninja Turtles Eternal (TMC)
Card Preview
Special Move
Times Brought
301
Decks Running
139
In Decks
—
Decklist Inclusion
—
Format
Showing 1v1 (duel) data only. 1v1 is a different format from multiplayer Commander, so these numbers are not comparable.
Card text
Special Move
Instant
Choose two —
• Jump Kick — Destroy target artifact.
• Dash Attack — Put two +1/+1 counters on target attacking or blocking creature you control.
• Foot Toss — Target creature you control deals damage equal to its power to any other target. Then sacrifice it.
Teenage Mutant Ninja Turtles Eternal (TMC)
·
Rare
·
Illustrated by Victor Maury
Final zone distribution
52 instances1.9%
Battlefield
46.2%
Graveyard
1.9%
Exile
50.0%
Hand
Commanders that played this card
in tracked games-
1
Leonardo, the Balance
70 decks
-
2
Heroes in a Half Shell
43 decks
-
3
Michelangelo, the Heart
3 decks
-
4
Donatello, the Brains
2 decks
-
5
Duskana, the Rage Mother
2 decks
-
6
Gishath, Sun's Avatar
2 decks
-
7
Raphael, the Muscle
2 decks
-
8
Baxter Stockman
1 decks
-
9
Caesar, Legion's Emperor
1 decks
-
10
Daredevil, Man Without Fear
1 decks
The "good card" funnel
302 brought · 140 playersBrought to game
302
Ever drawn
50
Reached battlefield
24
Still on board at game end
1
≥ +5.3pp
Players who cast this card win 40% of the time (n=18) , vs 25% when it never left the library (n=175).
When players drew this card but left it in hand, they won 24% (n=18).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap +15.0pp; 95% confidence interval +5.3pp to +24.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
First-cast turn
n=24
0%
T1
0%
T2
13%
T3
8%
T4
17%
T5
50%
T6-9
13%
T10+
Median
7.0
P25
5
· P75
9
· max
13
On curve
13%
(3 / 24 cast on T3)
Cast same turn as drawn
29%
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 730,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.